mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-23 11:15:34 +08:00
143 lines
4.5 KiB
C++
143 lines
4.5 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
|
|
This file is part of the Goldberg Emulator
|
|
|
|
The Goldberg Emulator is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU Lesser General Public
|
|
License as published by the Free Software Foundation; either
|
|
version 3 of the License, or (at your option) any later version.
|
|
|
|
The Goldberg Emulator is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
Lesser General Public License for more details.
|
|
|
|
You should have received a copy of the GNU Lesser General Public
|
|
License along with the Goldberg Emulator; if not, see
|
|
<http://www.gnu.org/licenses/>. */
|
|
|
|
#include "dll/steam_remoteplay.h"
|
|
|
|
void Steam_RemotePlay::steam_callback(void *object, Common_Message *msg)
|
|
{
|
|
// PRINT_DEBUG_ENTRY();
|
|
|
|
Steam_RemotePlay *steam_remoteplay = (Steam_RemotePlay *)object;
|
|
steam_remoteplay->Callback(msg);
|
|
}
|
|
|
|
void Steam_RemotePlay::steam_run_every_runcb(void *object)
|
|
{
|
|
// PRINT_DEBUG_ENTRY();
|
|
|
|
Steam_RemotePlay *steam_remoteplay = (Steam_RemotePlay *)object;
|
|
steam_remoteplay->RunCallbacks();
|
|
}
|
|
|
|
Steam_RemotePlay::Steam_RemotePlay(class Settings *settings, class Networking *network, class SteamCallResults *callback_results, class SteamCallBacks *callbacks, class RunEveryRunCB *run_every_runcb)
|
|
{
|
|
this->settings = settings;
|
|
this->network = network;
|
|
this->callback_results = callback_results;
|
|
this->callbacks = callbacks;
|
|
this->run_every_runcb = run_every_runcb;
|
|
|
|
this->network->setCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_RemotePlay::steam_callback, this);
|
|
this->run_every_runcb->add(&Steam_RemotePlay::steam_run_every_runcb, this);
|
|
}
|
|
|
|
Steam_RemotePlay::~Steam_RemotePlay()
|
|
{
|
|
this->network->rmCallback(CALLBACK_ID_USER_STATUS, settings->get_local_steam_id(), &Steam_RemotePlay::steam_callback, this);
|
|
this->run_every_runcb->remove(&Steam_RemotePlay::steam_run_every_runcb, this);
|
|
}
|
|
|
|
// Get the number of currently connected Steam Remote Play sessions
|
|
uint32 Steam_RemotePlay::GetSessionCount()
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return 0;
|
|
}
|
|
|
|
// Get the currently connected Steam Remote Play session ID at the specified index. Returns zero if index is out of bounds.
|
|
uint32 Steam_RemotePlay::GetSessionID( int iSessionIndex )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return 0;
|
|
}
|
|
|
|
// Get the SteamID of the connected user
|
|
CSteamID Steam_RemotePlay::GetSessionSteamID( uint32 unSessionID )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return k_steamIDNil;
|
|
}
|
|
|
|
// Get the name of the session client device
|
|
// This returns NULL if the sessionID is not valid
|
|
const char* Steam_RemotePlay::GetSessionClientName( uint32 unSessionID )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return NULL;
|
|
}
|
|
|
|
// Get the form factor of the session client device
|
|
ESteamDeviceFormFactor Steam_RemotePlay::GetSessionClientFormFactor( uint32 unSessionID )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return k_ESteamDeviceFormFactorUnknown;
|
|
}
|
|
|
|
// Get the resolution, in pixels, of the session client device
|
|
// This is set to 0x0 if the resolution is not available
|
|
bool Steam_RemotePlay::BGetSessionClientResolution( uint32 unSessionID, int *pnResolutionX, int *pnResolutionY )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
if (pnResolutionX) *pnResolutionX = 0;
|
|
if (pnResolutionY) *pnResolutionY = 0;
|
|
return false;
|
|
}
|
|
|
|
bool Steam_RemotePlay::BStartRemotePlayTogether( bool bShowOverlay )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return false;
|
|
}
|
|
|
|
// Invite a friend to Remote Play Together
|
|
// This returns false if the invite can't be sent
|
|
bool Steam_RemotePlay::BSendRemotePlayTogetherInvite( CSteamID steamIDFriend )
|
|
{
|
|
PRINT_DEBUG_TODO();
|
|
std::lock_guard<std::recursive_mutex> lock(global_mutex);
|
|
return false;
|
|
}
|
|
|
|
void Steam_RemotePlay::RunCallbacks()
|
|
{
|
|
|
|
}
|
|
|
|
void Steam_RemotePlay::Callback(Common_Message *msg)
|
|
{
|
|
if (msg->has_low_level()) {
|
|
if (msg->low_level().type() == Low_Level::CONNECT) {
|
|
|
|
}
|
|
|
|
if (msg->low_level().type() == Low_Level::DISCONNECT) {
|
|
|
|
}
|
|
}
|
|
|
|
if (msg->has_networking_sockets()) {
|
|
|
|
}
|
|
}
|